Discovering the World Partition tool
Unreal Engine 4 had a problem with the workflow to create a massive environment. The level-based structure that we learned in Chapter 3 works very well with projects that have multiple levels that live as a single entity inside the whole project.
As we already saw, the perfect examples are the Super Mario games or any kind of game that has a multiple-level structure. A racing game with different tracks is another good example. Also, a cinematic project can fit very well with the level structure that allows us, for example, to divide the project into several levels equal to the number of scenes we need to shoot. This workflow allows developers to work simultaneously on different levels and speed up production. But what happens if we need to work together in a single, huge world, like the one you can find in a modern open-world game such as Elden Ring or Red Dead Redemption 2? In these cases, the level structure became a limitation for developers...